userandrecancel
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10,479 Commits over 4,140 Days - 0.11cph!

3 Years Ago
Call EnterPool even when object is spilled (so any cleanup in there is still performed, which lots of existing code assumes will happen)
3 Years Ago
Fixing several pooling related bugs that would cause excessive GC on the server (especially when but not limited to multithreaded networking)
3 Years Ago
Applying EAC's own C# wrapper pinning fix (keeping my previous fix in place as it's expected to yield better multithreading performance)
3 Years Ago
Fixing memory pool sizes of NetRead and NetWrite
3 Years Ago
Fixing NRE in main menu when client has multithreaded networking enabled (which is always the case in the editor)
3 Years Ago
Fixing various fuckups from changeset 79369 Network++
3 Years Ago
Merge from main/train_tunnel_connection_fix
3 Years Ago
Network++ Save++
3 Years Ago
Changing server MaxReceiveTime default value from 20 to 50 (leads to better performance overall, especially with multithreaded networking)
3 Years Ago
More EOS pinning improvements
3 Years Ago
Applying EACServer fixes to EAC Rolling back ArrayPool removal from NetWrite and NetRead
3 Years Ago
EACServer experiments / debugging (continued)
3 Years Ago
EACServer experiments / debugging (continued)
3 Years Ago
EACServer experiments / debugging (continued)
3 Years Ago
EACServer experiments / debugging (continued)
3 Years Ago
EACServer experiments / debugging (continued)
3 Years Ago
Adding missing lock around EACServer tick
3 Years Ago
More EACServer lock experiments
3 Years Ago
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
3 Years Ago
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
3 Years Ago
Compile fix
3 Years Ago
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
3 Years Ago
Adding profiler samples to BaseNetwork.EnqueueWrite
3 Years Ago
Adding protect and unprotect locks to EACServer (debugging / testing)
3 Years Ago
More granular locking Added warning when main thread is stalling (waiting for write thread)
3 Years Ago
When kicking / disconnecting a connection, make sure the decrypt thread isn't currently using it
3 Years Ago
Adding several convars to configure and debug multithreaded networking
3 Years Ago
Merge fix
3 Years Ago
Merge from main
3 Years Ago
Resolving roads being too straight
3 Years Ago
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
3 Years Ago
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
3 Years Ago
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
3 Years Ago
Fixed ring rail and road not (or barely) finding valid paths on custom maps (this needs testing before we can apply it to main)
3 Years Ago
Fixed TerrainPlacementMap issues when used on custom maps
3 Years Ago
Pool performance issue debugging
3 Years Ago
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
3 Years Ago
Fixed edge case of underground train entrance stairs not connecting to underground line
3 Years Ago
Fixed several errors during demo playback
3 Years Ago
Merge from multithreaded_networking_3 (disabled by default)
3 Years Ago
Network++
3 Years Ago
Merge from main
3 Years Ago
Removing the need for decryptIncoming and encryptOutgoing connection flags
3 Years Ago
Restoring old connection "connected" flag behaviour
3 Years Ago
Reapply on new branch
3 Years Ago
Subtracting multithreaded_networking_2 (problem with world.transfer)
3 Years Ago
Merge from multithreaded_networking_2 (disabled by default)
3 Years Ago
Fixed DemoClient not returning NetRead to pool
3 Years Ago
Merge from main
3 Years Ago
Splitting network thread into two threads (read thread and write thread)